Virtual Camera Fixation for Multi-Object Game Control

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Solution Overview

Problem

Conventional game apparatuses struggle to display multiple objects in a virtual space in a way that allows players to easily operate them, as the fixation point of the virtual camera does not effectively prioritize the player's view and operation.

Innovation Solution

A game program that uses weighted averaging to calculate the average direction and position of objects based on their moving and facing directions, adjusting the virtual camera's imaging direction and fixation point to prioritize the player's view and operation, particularly by increasing weights for advantageous or disadvantageous situations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If the fixation point of the virtual camera is set at the midpoint between two enemies, then a plurality of objects can be included in the display range, but the objects are not necessarily displayed so as to be easily operated by a player

Engineering Contradiction:
Improvenumber of objects displayedVSAvoidease of operation
Core Design Contradiction:
Quantity of substanceVSEase of operation

Solution Approach 1:

The patent applies local quality by differentiating the treatment of objects based on their characteristics. Specifically, it calculates separate fixation points for player-operated objects and non-player objects, then determines the final camera fixation point based on the relative positions and operational status of these objects. This allows the display to prioritize player-operated objects for ease of operation while still including other objects in the view.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent implements dynamics by making the camera fixation point adjustable rather than fixed. The fixation point dynamically changes based on the positions of multiple objects and the operational state of player characters. The system calculates optimal fixation points in real-time based on object movements and player actions, allowing the camera to adapt to changing game scenarios.

Inventive Principle:
Principle #15Dynamics

2Ease of operation

If the fixation point is adjusted to prioritize player view, then ease of operation is improved, but the display range may be reduced

Engineering Contradiction:
Improveease of operationVSAvoiddisplay range
Core Design Contradiction:
Ease of operationVSArea of stationary object

Solution Approach 1:

The patent resolves this contradiction by operating in multiple dimensional spaces simultaneously. It calculates fixation points in three-dimensional virtual space based on object positions and operational status, then maps these to the two-dimensional display screen. This dimensional transition allows the system to prioritize player objects in the virtual space while maintaining comprehensive coverage in the display through appropriate camera angle and field of view adjustments.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS8393961B2Storage medium having stored thereon game program, and game apparatus
Publication Date: 2013.03.12 NINTENDO CO LTD
  • US8393961B2 patent drawing
  • US8393961B2 patent drawing
  • US8393961B2 patent drawing

AI summary

A game apparatus calculates a reference direction of each boat by combining a velocity vector and a front direction vector of each boat at a predetermined rate. Next, the game apparatus calculates an average direction by performing weighted averaging of the calculated reference direction of each boat in accordance with a distance from the front boat. Then, the game apparatus calculates the imaging direction of the virtual camera based on the calculated average direction.